Variant Turning Rules


3.5/d20/OGL


Recently I ran a game where I instituted the variant turning rules (from Complete Divine). I though they were implemented fairly well, although, initially I got some disbelieving looks from some of the PCs.

I was just wondering if anyone else wished to share their experiences with the rules -- what they thought of them in game play and whether they stuck with them or went back to the turning rules as written in the PHB.


Troy Taylor wrote:

Recently I ran a game where I instituted the variant turning rules (from Complete Divine). I though they were implemented fairly well, although, initially I got some disbelieving looks from some of the PCs.

I was just wondering if anyone else wished to share their experiences with the rules -- what they thought of them in game play and whether they stuck with them or went back to the turning rules as written in the PHB.

There have been a couple of threads on this subject, one of which was started by me. Personally it has worked well for my game. It keeps it useful at the higher levels and even if you multiclass.

Dark Archive Bella Sara Charter Superscriber

I use the variant turning rules as well. As Chris P said, there should be a couple threads around with a lot of details. I have Turn Resistance act as a bonus to the save for half damage rather than as very lowly damage reduction.


I actually like the variant turning rules from Uneathed Arcana (and in the SRD), where you just make a level check verses the "turning DC" of the undead, and if you make the check by more than five, it is turned, if you make it, but by less than five, you have to concentrate to hold them in place. It affects 3 times your HD in undead, and turn resistance is a bonus to its turning DC. If the undead has less than half your HD, they get blasted.

It keeps the feel of the "original" form of turning, but definately streamlines the system.


I don't use it in my campaign, but my friend has used it in his. Both types of turning have their uses.

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